/Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/PBDEvolution.h
TODO: Tidy up this constructor (and update Headless Chaos)
FPBDEvolution ( [FSolverParticles](API\Runtime\Chaos\Chaos\FSolverParticles) && InParticles, [FSolverRigidParticles](API\Runtime\Chaos\Chaos\FSolverRigidParticles) && InGeometryParticles, [TArray](API\Runtime\Core\Containers\TArray)< TVec3< int32 >> && CollisionTriangles, int32 NumIterations, [FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) CollisionThickness, [FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) SelfCollisionsThickness, [FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) CoefficientOfFriction, [FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) Damping, [FSolverReal](API\Runtime\Chaos\Chaos\FSolverReal) LocalDamping, bool bDoQuasistatics, bool InbUsePerParticleDamping )